Comparison between OpenGL ES and metal API in medical volume visualisation

Yassmin Abdallah, Abdelaziz Abdelhamid, T. Elarif, A. Salem
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引用次数: 2

Abstract

A decade ago volume visualization required costly workstations due to the high processing cost for visualization. Nowadays and with the rapid development of mobile graphics, opportunities to provide volume visualization on mobile devices have been increased. New graphic application programming interfaces (APIs) have been developed as worthy candidates to support the volume rendering core. This paper focused especially on OpenGL ES and Metal APIs. OpenGL ES is a cross-platform API designed especially for embedded systems; such as smartphones, computer tablets, video game consoles and personal digital assistants (PDAs). Metal is a low-level, low-overhead hardware- accelerated graphics and compute API that debuted in iOS 8. It combines functionality similar to OpenGL and OpenCL under one API. This paper shed a light on the performance gained by Metal over OpenGL ES by implemented two applications for texture mapping; each of them uses different API and compare the rendering time. Four dataset used to test the result, namely: Diaphysis, Distal epiphysis, Scapula and knee. The first three datasets used from the laboratory of human anatomy and embryology, University of Brussels (ULB), Belgium, the last one used from Osirix DICOM sample.
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OpenGL ES与金属API在医学体积可视化中的比较
十年前,由于可视化的高处理成本,体积可视化需要昂贵的工作站。如今,随着移动图形的快速发展,在移动设备上提供体积可视化的机会越来越多。新的图形应用程序编程接口(api)已经被开发出来,作为支持体绘制核心的候选对象。本文重点介绍了OpenGL ES和Metal api。OpenGL ES是一个专门为嵌入式系统设计的跨平台API;比如智能手机、平板电脑、视频游戏机和个人数字助理(pda)。Metal是一个低级、低开销的硬件加速图形和计算API,在iOS 8中首次亮相。它在一个API下结合了类似于OpenGL和OpenCL的功能。本文通过实现两个纹理映射应用程序,揭示了Metal在OpenGL ES上获得的性能;它们每个都使用不同的API并比较呈现时间。用于测试结果的四个数据集,即:骨干,远端骨骺,肩胛骨和膝关节。前三个数据集来自比利时布鲁塞尔大学(ULB)人体解剖学和胚胎学实验室,最后一个数据集来自Osirix DICOM样本。
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